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Uploading spaceball/set-window patch per e-mail from John Tsiombikas dated 1:34 PM...
[freeglut]
/
src
/
freeglut_structure.c
diff --git
a/src/freeglut_structure.c
b/src/freeglut_structure.c
index
42eb578
..
e092429
100644
(file)
--- a/
src/freeglut_structure.c
+++ b/
src/freeglut_structure.c
@@
-25,14
+25,9
@@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#include "freeglut_internal.h"
-
/* -- GLOBAL EXPORTS ------------------------------------------------------- */
/*
/* -- GLOBAL EXPORTS ------------------------------------------------------- */
/*
@@
-53,7
+48,7
@@
SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
-void fgClearCallBacks( SFG_Window *window )
+static void fghClearCallBacks( SFG_Window *window )
{
if( window )
{
{
if( window )
{
@@
-70,27
+65,19
@@
void fgClearCallBacks( SFG_Window *window )
* If parent is set to NULL, the window created will be a topmost one.
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
* If parent is set to NULL, the window created will be a topmost one.
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
- int x, int y, int w, int h,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isMenu )
{
GLboolean gameMode, GLboolean isMenu )
{
- /*
- * Have the window object created
- */
+ /* Have the window object created */
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
- int fakeArgc = 0;
-
- fgClearCallBacks( window );
- /*
- * If the freeglut internals haven't been initialized yet,
- * do it now. Hack's idea courtesy of Chris Purnell...
- */
- if( !fgState.Initialised )
- glutInit( &fakeArgc, NULL );
+#if TARGET_HOST_UNIX_X11
+ window->Window.FBConfig = NULL;
+#endif
+ fghClearCallBacks( window );
- /*
- * Initialize the object properties
- */
+ /* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
window->State.OldHeight = window->State.OldWidth = -1;
window->ID = ++fgStructure.WindowID;
window->State.OldHeight = window->State.OldWidth = -1;
@@
-103,19
+90,21
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
else
fgListAppend( &fgStructure.Windows, &window->Node );
else
fgListAppend( &fgStructure.Windows, &window->Node );
- /*
- * Set the default mouse cursor and reset the modifiers value
- */
+ /* Set the default mouse cursor and reset the modifiers value */
window->State.Cursor = GLUT_CURSOR_INHERIT;
window->IsMenu = isMenu;
window->State.Cursor = GLUT_CURSOR_INHERIT;
window->IsMenu = isMenu;
+ window->State.IgnoreKeyRepeat = GL_FALSE;
+ window->State.KeyRepeating = GL_FALSE;
+ window->State.IsFullscreen = GL_FALSE;
+
/*
* Open the window now. The fgOpenWindow() function is system
* dependant, and resides in freeglut_window.c. Uses fgState.
*/
/*
* Open the window now. The fgOpenWindow() function is system
* dependant, and resides in freeglut_window.c. Uses fgState.
*/
- fgOpenWindow( window, title, x, y, w, h, gameMode,
- parent ? GL_TRUE : GL_FALSE );
+ fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
+ (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
return window;
}
return window;
}
@@
-126,37
+115,24
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
int x = 100, y = 100, w = 100, h = 100;
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
int x = 100, y = 100, w = 100, h = 100;
- SFG_Window *current_window = fgStructure.Window;
+ SFG_Window *current_window = fgStructure.CurrentWindow;
- /*
- * Have the menu object created
- */
+ /* Have the menu object created */
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
- int fakeArgc = 0;
- /*
- * If the freeglut internals haven't been initialized yet,
- * do it now. Hack's idea courtesy of Chris Purnell...
- */
- if( !fgState.Initialised )
- glutInit( &fakeArgc, NULL );
+ menu->ParentWindow = NULL;
- menu->ParentWindow = fgStructure.Window;
-
- /*
- * Create a window for the menu to reside in.
- */
+ /* Create a window for the menu to reside in. */
- fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE );
- menu->Window = fgStructure.Window;
+ fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
+ GL_FALSE, GL_TRUE );
+ menu->Window = fgStructure.CurrentWindow;
glutDisplayFunc( fgDisplayMenu );
glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
glutDisplayFunc( fgDisplayMenu );
glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
- /*
- * Initialize the object properties:
- */
+ /* Initialize the object properties: */
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
@@
-164,10
+140,8
@@
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
- /*
- * Newly created menus implicitly become current ones
- */
- fgStructure.Menu = menu;
+ /* Newly created menus implicitly become current ones */
+ fgStructure.CurrentMenu = menu;
return menu;
}
return menu;
}
@@
-184,11
+158,9
@@
void fgAddToWindowDestroyList( SFG_Window* window )
new_list_entry->window = window;
fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
new_list_entry->window = window;
fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
- /*
- * Check if the window is the current one...
- */
- if( fgStructure.Window == window )
- fgStructure.Window = NULL;
+ /* Check if the window is the current one... */
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
/*
* Clear all window callbacks except Destroy, which will
/*
* Clear all window callbacks except Destroy, which will
@@
-199,8
+171,8
@@
void fgAddToWindowDestroyList( SFG_Window* window )
* to ensure that they are no longer called after this point.
*/
{
* to ensure that they are no longer called after this point.
*/
{
- FGCBDestroy destroy = FETCH_WCB( *window, Destroy );
- fgClearCallBacks( window );
+ FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
+ fghClearCallBacks( window );
SET_WCB( *window, Destroy, destroy );
}
}
SET_WCB( *window, Destroy, destroy );
}
}
@@
-226,16
+198,14
@@
void fgCloseWindows( )
*/
void fgDestroyWindow( SFG_Window* window )
{
*/
void fgDestroyWindow( SFG_Window* window )
{
- int menu_index;
-
- assert( window );
- freeglut_assert_ready;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
+ "fgDestroyWindow" );
while( window->Children.First )
fgDestroyWindow( ( SFG_Window * )window->Children.First );
{
while( window->Children.First )
fgDestroyWindow( ( SFG_Window * )window->Children.First );
{
- SFG_Window *activeWindow = fgStructure.Window;
+ SFG_Window *activeWindow = fgStructure.CurrentWindow;
INVOKE_WCB( *window, Destroy, ( ) );
fgSetWindow( activeWindow );
}
INVOKE_WCB( *window, Destroy, ( ) );
fgSetWindow( activeWindow );
}
@@
-248,15
+218,11
@@
void fgDestroyWindow( SFG_Window* window )
if( window->ActiveMenu )
fgDeactivateMenu( window );
if( window->ActiveMenu )
fgDeactivateMenu( window );
- for( menu_index = 0; menu_index < 3; menu_index ++ )
- if( window->Menu[ menu_index ] )
- window->Menu[ menu_index ]->ParentWindow = NULL;
-
- fgClearCallBacks( window );
+ fghClearCallBacks( window );
fgCloseWindow( window );
free( window );
fgCloseWindow( window );
free( window );
- if( fgStructure.Window == window )
- fgStructure.Window = NULL;
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
}
/*
}
/*
@@
-268,17
+234,19
@@
static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
SFG_Window *subWindow;
int i;
SFG_Window *subWindow;
int i;
+ /* Check whether this is the active menu in the window */
+ if ( menu == window->ActiveMenu )
+ window->ActiveMenu = NULL ;
+
/*
* Check if the menu is attached to the current window,
* if so, have it detached (by overwriting with a NULL):
*/
/*
* Check if the menu is attached to the current window,
* if so, have it detached (by overwriting with a NULL):
*/
- for( i = 0; i < 3; i++ )
+ for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )
if( window->Menu[ i ] == menu )
window->Menu[ i ] = NULL;
if( window->Menu[ i ] == menu )
window->Menu[ i ] = NULL;
- /*
- * Call this function for all of the window's children recursively:
- */
+ /* Call this function for all of the window's children recursively: */
for( subWindow = (SFG_Window *)window->Children.First;
subWindow;
subWindow = (SFG_Window *)subWindow->Node.Next)
for( subWindow = (SFG_Window *)window->Children.First;
subWindow;
subWindow = (SFG_Window *)subWindow->Node.Next)
@@
-309,20
+277,16
@@
void fgDestroyMenu( SFG_Menu* menu )
SFG_Window *window;
SFG_Menu *from;
SFG_Window *window;
SFG_Menu *from;
- assert( menu );
- freeglut_assert_ready;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
+ "fgDestroyMenu" );
- /*
- * First of all, have all references to this menu removed from all windows:
- */
+ /* First of all, have all references to this menu removed from all windows: */
for( window = (SFG_Window *)fgStructure.Windows.First;
window;
window = (SFG_Window *)window->Node.Next )
fghRemoveMenuFromWindow( window, menu );
for( window = (SFG_Window *)fgStructure.Windows.First;
window;
window = (SFG_Window *)window->Node.Next )
fghRemoveMenuFromWindow( window, menu );
- /*
- * Now proceed with removing menu entries that lead to this menu
- */
+ /* Now proceed with removing menu entries that lead to this menu */
for( from = ( SFG_Menu * )fgStructure.Menus.First;
from;
from = ( SFG_Menu * )from->Node.Next )
for( from = ( SFG_Menu * )fgStructure.Menus.First;
from;
from = ( SFG_Menu * )from->Node.Next )
@@
-334,10
+298,10
@@
void fgDestroyMenu( SFG_Menu* menu )
*/
if( menu->Destroy )
{
*/
if( menu->Destroy )
{
- SFG_Menu *activeMenu=fgStructure.Menu;
- fgStructure.Menu = menu;
+ SFG_Menu *activeMenu=fgStructure.CurrentMenu;
+ fgStructure.CurrentMenu = menu;
menu->Destroy( );
menu->Destroy( );
- fgStructure.Menu = activeMenu;
+ fgStructure.CurrentMenu = activeMenu;
}
/*
}
/*
@@
-357,12
+321,12
@@
void fgDestroyMenu( SFG_Menu* menu )
free( entry );
}
free( entry );
}
- if( fgStructure.Window == menu->Window )
- fgSetWindow( menu->ParentWindow );
+ if( fgStructure.CurrentWindow == menu->Window )
+ fgSetWindow( NULL );
fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
- if( fgStructure.Menu == menu )
- fgStructure.Menu = NULL;
+ if( fgStructure.CurrentMenu == menu )
+ fgStructure.CurrentMenu = NULL;
free( menu );
}
free( menu );
}
@@
-384,6
+348,13
@@
void fgCreateStructure( void )
fgListInit(&fgStructure.Windows);
fgListInit(&fgStructure.Menus);
fgListInit(&fgStructure.WindowsToDestroy);
fgListInit(&fgStructure.Windows);
fgListInit(&fgStructure.Menus);
fgListInit(&fgStructure.WindowsToDestroy);
+
+ fgStructure.CurrentWindow = NULL;
+ fgStructure.CurrentMenu = NULL;
+ fgStructure.MenuContext = NULL;
+ fgStructure.GameModeWindow = NULL;
+ fgStructure.WindowID = 0;
+ fgStructure.MenuID = 0;
}
/*
}
/*
@@
-393,19
+364,13
@@
void fgCreateStructure( void )
*/
void fgDestroyStructure( void )
{
*/
void fgDestroyStructure( void )
{
- freeglut_assert_ready;
-
- /*
- * Clean up the WindowsToDestroy list.
- */
+ /* Clean up the WindowsToDestroy list. */
fgCloseWindows( );
fgCloseWindows( );
- /*
- * Make sure all windows and menus have been deallocated
- */
+ /* Make sure all windows and menus have been deallocated */
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
-
+
while( fgStructure.Windows.First )
fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
}
while( fgStructure.Windows.First )
fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
}
@@
-417,12
+382,11
@@
void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
{
SFG_Window *window;
{
SFG_Window *window;
- assert( enumCallback && enumerator );
- freeglut_assert_ready;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
+ "Enumerator or callback missing from window enumerator call",
+ "fgEnumWindows" );
- /*
- * Check every of the top-level windows
- */
+ /* Check every of the top-level windows */
for( window = ( SFG_Window * )fgStructure.Windows.First;
window;
window = ( SFG_Window * )window->Node.Next )
for( window = ( SFG_Window * )fgStructure.Windows.First;
window;
window = ( SFG_Window * )window->Node.Next )
@@
-442,8
+406,10
@@
void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
{
SFG_Window *child;
{
SFG_Window *child;
- assert( enumCallback && enumerator );
- freeglut_assert_ready;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
+ "Enumerator or callback missing from subwindow enumerator call",
+ "fgEnumSubWindows" );
+ FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
for( child = ( SFG_Window * )window->Children.First;
child;
for( child = ( SFG_Window * )window->Children.First;
child;
@@
-464,9
+430,7
@@
static void fghcbWindowByHandle( SFG_Window *window,
if ( enumerator->found )
return;
if ( enumerator->found )
return;
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
@@
-475,9
+439,7
@@
static void fghcbWindowByHandle( SFG_Window *window,
return;
}
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* Otherwise, check this window's children */
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
}
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
}
@@
-490,9
+452,7
@@
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
SFG_Enumerator enumerator;
{
SFG_Enumerator enumerator;
- /*
- * This is easy and makes use of the windows enumeration defined above
- */
+ /* This is easy and makes use of the windows enumeration defined above */
enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator );
enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator );
@@
-507,15
+467,11
@@
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
*/
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
{
*/
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
{
- /*
- * Make sure we do not overwrite our precious results...
- */
+ /* Make sure we do not overwrite our precious results... */
if( enumerator->found )
return;
if( enumerator->found )
return;
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
if( window->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
if( window->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
@@
-524,9
+480,7
@@
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
return;
}
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* Otherwise, check this window's children */
fgEnumSubWindows( window, fghcbWindowByID, enumerator );
}
fgEnumSubWindows( window, fghcbWindowByID, enumerator );
}
@@
-539,9
+493,7
@@
SFG_Window* fgWindowByID( int windowID )
{
SFG_Enumerator enumerator;
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
+ /* Uses a method very similiar for fgWindowByHandle... */
enumerator.found = GL_FALSE;
enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
enumerator.found = GL_FALSE;
enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
@@
-552,17
+504,13
@@
SFG_Window* fgWindowByID( int windowID )
/*
* Looks up a menu given its ID. This is easier that fgWindowByXXX
/*
* Looks up a menu given its ID. This is easier that fgWindowByXXX
- * as all menus are placed in a single doubly linked list...
+ * as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgMenuByID( int menuID )
{
SFG_Menu *menu = NULL;
*/
SFG_Menu* fgMenuByID( int menuID )
{
SFG_Menu *menu = NULL;
- freeglut_assert_ready;
-
- /*
- * It's enough to check all entries in fgStructure.Menus...
- */
+ /* It's enough to check all entries in fgStructure.Menus... */
for( menu = (SFG_Menu *)fgStructure.Menus.First;
menu;
menu = (SFG_Menu *)menu->Node.Next )
for( menu = (SFG_Menu *)fgStructure.Menus.First;
menu;
menu = (SFG_Menu *)menu->Node.Next )